User receiving crash when compiling & saving blueprints. Log Error: (SIGSEGV: invalid attempt to access memory at address 0x0) User also supplies a Stack Trace Image in his answerhub post. ...
When using Scene Color in a Particle System's Material with Separate Translucency checked true, all Particles with Separate Translucency checked true placed in the level with the Scene Color Particl ...
Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor parent class. If bp Trigger A is placed into the level and then 2 copies are made (B & C), when C i ...
User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...
Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...
After assigning an apex cloth to an element inside of the character skeleton > Mesh section they material is overridden. ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...
Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...
The wireframe for "r.ShowPrecomputedVisibilityCells 1" is upside down as stated in the UDN. ...
It's showing up when you start Play using main window, but disappears after finishing play session - should be consistent with main BehaviorTree editor window. ...